+added new chat command thanks to Leezo which will allow you to toggle the screen overlay on and off, use '/toggle' to do so
|fixed spec cams on stage 2 being able to be used on stage 1
|changed some pickups
|visual fixes
Of course the map will feel BLU sided when you are playing an 8 v 8 with no engineer on defense
regardless,
+added another set of doors in each stage that open when the checkpoint is captured
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|changed pickup size and placement
|added back sus crates
|covered one of the windows by stage 1 cp2

|fixed bug where the Balloonicorn wouldn't play his jingle sounds on stage 2
|added cover to some engie spots on stage 2
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|altered cover on the cake on stage 1 to allow for jumps up to the hut roof
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|altered an area by stage 2 cp2 to have more highground over the point
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|fixed RED's resupply cabinet on stage 2 being non-functional
|changed the placement of RED's resupply locker on stage 2 to be closer to the exits
|fixed a prop that should've had collision
|fixed a stuck spot
|made the trench on stage 1 cp2 easier to get out of
|pickup changes I think?
|visual changes and fixes
|updated 3D skybox to be bigger and have more rolling hills in the distance
|updated map intro text
+added color correction
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|changed which window is blocked off in the experimental hut that was added to stage 2
|detailing changes to use new assets
|fixed visual errors
|minor clipping adjustments
+added color correction
|changed which window is blocked off in the experimental hut that was added to stage 2
|detailing changes to use new assets
|fixed visual errors
|minor clipping adjustments
This update addresses some of the visual bugs introduced in the merge
|hopefully fixed an issue where the stage 2 skybox texture would not properly switch over
|fixed missing overlays

|fixed misaligned textures
|fixed an issue with the stage 1 HUD having the cart path appear longer than it actually is
|fixed some issues with some props and displacements
|adjusted a wooden plank on the bridge in stage 2 to allow players to walk through it
|fixed the cart track using more path_tracks than needed
|minor visual updates on stage 1
|fixed a spectator camera on stage 2 being inside a wall
I got bored and people were asking for it so....
|merged both stages together for the first time, map is now properly multistage, when we work on stage 3 the download will become single stage once more
|optimizations

|increased the time added after capping s-1 cp1 back to 5:30 to standardize with other multi-stage pl maps in the game
|detailing changes
|adjusted window by the one way door on stage 2 cp1 to allow for sentries to shoot over it
|adjusted geo around stage 2 cp1

+added experimental sniper shack by the opening area on stage 2 may or may not suck
+added some more cover by one of BLU's flanks in the cave
+added a small health kit in one of BLU's cave flanks
We are mostly happy with how stage 2 is playing, I'm trying to strengthen some engie spots on cp1
+added small health on top of the roof by BLU spawn
|moved the wall back on the lower engie cubby to help against splash damage
|health and ammo adjustments to help defenders on cp1 and attackers on cp2

|geo adjustments to help cover engineers setting up, plus fixed an angle where you could cheese a sentry gun
|fixed some displacment seams, added more probably

|adjusted the thickness of some popsicle trusses so they no longer hide stickies
-removed the crates that let RED get into one of BLU's flanks again